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VRage.Game.ModAPI.Ingame.Utilities.MyIni

Malware edited this page Dec 21, 2018 · 56 revisions

Index

MyIni Class

Namespace: VRage.Game.ModAPI.Ingame.Utilities
Assembly: VRage.Game.dll

Summary

A configuration class to parse and create a text string resembling the old fashioned INI format, but with support for multiline values. Do not forget that parsing is a time-consuming task. Keep your parsing to a minimum.

Example

Using MyIni to deal with CustomData end-user configuration: The CustomData:

[kernel]
output=DebugTextPanel
bootText=
|-- HAL9000 --
|Good morning, Dave.

The code:

MyIni _ini = new MyIni();
IMyTextPanel _outputTextPanel;

public Program() 
{
    MyIniParseResult result;
    if (!_ini.TryParse(Me.CustomData, out result) 
    {
        Echo($"CustomData error:\nLine {result}");
    }

    // Get the kernel section's output value. If this value is set, the system attempts
    // to retrieve a text panel with the value set. Otherwise output is ignored.
    var name = _ini.Get("kernel", "output").ToString();
    if (name != null) 
    {
        _outputTextPanel = GridTerminalSystem.GetBlockWithName<IMyTextPanel>(name);
        if (_outputTextPanel == null)
            Echo($"No text panel named {name}");
    }

    // Get the kernel section's boottext value. If no value is given, a default value will be returned.
    var bootText = _ini.Get("kernel", "bootText").ToString("Kernel is starting up...");
    _outputTextPanel?.WritePublicText(bootText);
}

public void Main() {
    // Do your stuff. Only parse the configuration when you have to.
}

Using MyIni to deal with internal storage:

MyIni _storage = new MyIni();
Vector3D _startupPosition;
bool _hasTarget;
Vector3D _currentTarget;

public Program() 
{
    // You only need to parse here in the constructor.
    if (_ini.TryParse(Storage) 
    {
        var str = _ini.Get("state", "startupPosition").ToString();
        Vector3D.TryParse(str, out _startupPosition);
        str = _ini.Get("state", "currentTarget").ToString();
        Vector3D.TryParse(str, out _currentTarget);
        _hasTarget = _ini.Get("state", "hasTarget").ToBoolean();
    } 
    else 
    {
        // Set up defaults, the storage is nonexistent or corrupt
        _startupPosition = Me.CubeGrid.Position;
    }
}

public void Save()
{
    // You only need to update Storage when the Save method is called.
    _ini.Set("state", "startupPosition", _startupPosition);
    _ini.Set("state", "currentTarget", _currentTarget);
    Storage = _ini.ToString();
}

public void Main() {
    // Do your stuff
}

Remarks

This class is NOT THREAD SAFE as it's optimized for programmable block use.

Properties

[`string EndContent`](VRage.Game.ModAPI.Ingame.Utilities.EndContent) You can terminate a configuration stream by entering "---" on a separate line. This property will contain all the content after this line.
[`string EndComment`](VRage.Game.ModAPI.Ingame.Utilities.EndComment) Get or set a comment to be placed after the last section or item. Is`null`if the section does not exist or has no comment.
### Methods
static [`bool HasSection(string config, string section)`](VRage.Game.ModAPI.Ingame.Utilities.HasSection) Determines if the given configuration contains what looks like the given section. It does not verify that the content is actually in a valid format, just if there's a line starting with [section].
[`bool ContainsSection(string section)`](VRage.Game.ModAPI.Ingame.Utilities.ContainsSection) Determines whether a section of a given name exists in the currently parsed configuration.
[`bool ContainsKey(string section, string name)`](VRage.Game.ModAPI.Ingame.Utilities.ContainsKey) Determines whether a configuration key (section/key) exists in the currently parsed configuration.
[`bool ContainsKey(MyIniKey key)`](VRage.Game.ModAPI.Ingame.Utilities.ContainsKey) Determines whether a configuration key (section/key) exists in the currently parsed configuration.
[`void GetKeys(string section, List keys)`](VRage.Game.ModAPI.Ingame.Utilities.GetKeys) Fills the provided list with the configuration keys within the given section.
[`void GetKeys(List keys)`](VRage.Game.ModAPI.Ingame.Utilities.GetKeys) Fills the provided list with all configuration keys within the currently parsed configuration.
[`void GetSections(List names)`](VRage.Game.ModAPI.Ingame.Utilities.GetSections) Fills the provided list with the names of all the sections in the currently parsed configuration.
[`void SetEndComment(string comment)`](VRage.Game.ModAPI.Ingame.Utilities.SetEndComment) Sets a comment to be placed after the last section or item. Set the comment to`null`to remove it.
[`string GetSectionComment(string section)`](VRage.Game.ModAPI.Ingame.Utilities.GetSectionComment) Get any comment that might be associated with the given section. Returns`null`if the section does not exist or has no comment.
[`void SetSectionComment(string section, string comment)`](VRage.Game.ModAPI.Ingame.Utilities.SetSectionComment) Sets a comment on a given section. The section must already exist. Set the comment to`null`to remove it.
[`string GetComment(string section, string name)`](VRage.Game.ModAPI.Ingame.Utilities.GetComment) Gets any comment that might be associated with the given key. Returns`null`if the key does not exist or has no comment.
[`string GetComment(MyIniKey key)`](VRage.Game.ModAPI.Ingame.Utilities.GetComment) Gets any comment that might be associated with the given key. Returns`null`if the key does not exist or has no comment.
[`void SetComment(string section, string name, string comment)`](VRage.Game.ModAPI.Ingame.Utilities.SetComment) Sets a comment on a given item. The item must already exist. Set the comment to`null`to remove it.
[`void SetComment(MyIniKey key, string comment)`](VRage.Game.ModAPI.Ingame.Utilities.SetComment) Sets a comment on a given item. The item must already exist. Set the comment to`null`to remove it.
[`MyIniValue Get(string section, string name)`](VRage.Game.ModAPI.Ingame.Utilities.Get) Gets the [MyIniValue](VRage.Game.ModAPI.Ingame.Utilities.MyIniValue) of the given configuration key.
[`MyIniValue Get(MyIniKey key)`](VRage.Game.ModAPI.Ingame.Utilities.Get) Gets the [MyIniValue](VRage.Game.ModAPI.Ingame.Utilities.MyIniValue) of the given configuration key.
[`void Delete(string section, string name)`](VRage.Game.ModAPI.Ingame.Utilities.Delete) Deletes the given configuration key.
[`void Delete(MyIniKey key)`](VRage.Game.ModAPI.Ingame.Utilities.Delete) Deletes the given configuration key.
[`void Set(string section, string name, string value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, string value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, bool value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, bool value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, byte value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, byte value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, sbyte value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, sbyte value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, ushort value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, ushort value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, short value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, short value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, uint value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, uint value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, int value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, int value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, ulong value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, ulong value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, long value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, long value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, float value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, float value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, double value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, double value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(string section, string name, decimal value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Set(MyIniKey key, decimal value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) Sets the value of the given configuration key.
[`void Clear()`](VRage.Game.ModAPI.Ingame.Utilities.Clear) Empties this configuration
[`bool TryParse(string content)`](VRage.Game.ModAPI.Ingame.Utilities.TryParse) Attempts to parse the given content as a configuration file.
[`bool TryParse(string content, ref MyIniParseResult result)`](VRage.Game.ModAPI.Ingame.Utilities.TryParse) Attempts to parse the given content as a configuration file.
[`bool TryParse(string content, string section, ref MyIniParseResult result)`](VRage.Game.ModAPI.Ingame.Utilities.TryParse) Attempts to parse the given content as a configuration file. OBSERVE: Use only for read-only operations. If you parse a single section and run [string ToString()](VRage.Game.ModAPI.Ingame.Utilities.ToString) , you will only get the parsed section, the rest will be discarded.
[`bool TryParse(string content, string section)`](VRage.Game.ModAPI.Ingame.Utilities.TryParse) Attempts to parse the given content as a configuration file. OBSERVE: Use only for read-only operations. If you parse a single section and run [string ToString()](VRage.Game.ModAPI.Ingame.Utilities.ToString) , you will only get the parsed section, the rest will be discarded.
[`void Invalidate()`](VRage.Game.ModAPI.Ingame.Utilities.Invalidate) Forces regeneration of the ini content. Only really useful if you want to reformat the configuration file.
[`string ToString()`](VRage.Game.ModAPI.Ingame.Utilities.ToString) Generates a configuration file from the currently parsed configuration

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